Soviet Conscript wrote:For the humble Imperial Guard infantry troops - they are not actually meant to go into melee combat under normal battlefield condition. And if they found themselves into such - usually something go very wrong and they are about to get slaughtered to a man. That's how it is said as per Codex: Astra Militarum, 8-th edition.
Every standard IG infantry squad has bayonets and at least one sergeant armed with a pistol and chainsword (if not better cc weapons), so the idea they're not meant to get into melee combat is simply not true. It may not be their preferred style, but it is definitely expected, otherwise they would be armed like modern infantry (i.e. without bayonets and swords).
That's not counting the specialist units and characters, and let's face it, PCs aren't intended to be (and generally won't be interested in playing) bog standard IG line infantry - they'll be more akin to Schafer's last chancers. At least some of them will want to play close combat specialists, and this change will deny them this option. I'm not saying you can't do it - it's your game after all - I'm just pointing out the consequences, as much for anyone else reading as for your benefit. You already seem to have made up your mind.
Soviet Conscript wrote:Per example, an Ork boy per NPCs section of W&G rulebook has a total resilience of 10. A lasgun, laspistol and autogun have 7+1ED damage with AP0. Surely, some ork boyz would be gunned down, but, suprise, ork boyz usually come in great mobs, and often actually are way more numerous than Imperial guardsman opposing them.
A bolter with 10+1ED AP 0 Brutal is more likely to cut greenskins to ribbons, but hey, that gun shoots 20mm mass-reactive armour piercing shells that explode once pierced their targets (that means inside the target). Bolters are meant to cut orks to ribbons - and the "we are outnumbered" are WAY more prominent in such cases.
Have you actually played the game yet? Because if you're planning on putting standard IG infantry armed only with lasguns up against opponents with resilience 10... then I can save your players 6 rounds of pain. They will almost certainly all die without meaningfully harming the orks. You don't need to double the range on their guns, because that will save them 3 rounds of doing nothing in combat before they all die.
As for the boltguns, if you give the PCs armed with them 4-6 rounds to shoot at orks, you better be putting them up against at least 100, probably more. Otherwise there still won't be any melee. In last weeks game, 6 marines totally destroyed 60 cultists (4 mobs of 15) within 2 rounds - and that was with two of them doing nothing but moving closer to the mobs (because they were melee specialists). I.e. the melee specialists did absolutely nothing in that combat, while 4 ranged attackers managed to kill 60 opponents in 2 actions each. And that was with the ranges as per the rules... without breaking a sweat.
If they had 6 rounds of shooting they would have easily killed over 150 cultists between the 4 of them before the melee attackers got to do anything. Now admittedly, orks at resilience 10 would be a different proposition but 10+1ED (Brutal) averages 11 damage so would still take out an ork with a hit. So I'd expect that with double weapon ranges, 100 orks or so would still be a massacre with very little if any melee combat. If that's what you're wanting in your game, then doubling weapon ranges should achieve it. I know it's certainly not what I want in my game.